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Build Guide

Dipendra Misra edited this page Nov 5, 2018 · 1 revision
  1. Naming
  2. Building an Interactive WebGL Build
  3. Building a Simulation TODO
  4. [Building a controlled Elmer build TODO]

Naming

Format: house<house_number>_v<version_number>_<core><drawers><misc>

house_number: the house number

version_number: the version built

core: 0/1 if core interactiveness is enabled = 1

drawers: 0/1 if drawer interactiveness is enabled = 1

misc: 0/1 if misc interactiveness is enabled = 1

Building an Interactive WebGL Build

  1. Make sure to have the WebGL package to build from Unity. If you do not have it, you can just install from the Unity Installer, just uncheck everything but the installation package you need.

  2. Settings for WebGL, File -> Build Settings -> In platforms, pick WebGL and switch to that platform then click Player Settings. Set all your settings to what is shown in the below screenshots.

Resolution and Presentation

Resolution and Presentation

Other Settings

Other Settings

Publishing Settings

PUblishing Settings

  1. Setting up the player- Make sure that FPSController is the ONLY active Player Gameobject in the Base Scene . Depending on what house # you want built, you will have to drag the associated scriptable object into the player. You can find the housesetup scriptable object in the folder Scriptable Objects -> HouseSetups houseSetup

  2. Building - First make sure that the Base scene is at the very top with the index 0, the order of the rooms afterward do not matter. Check off only the rooms you need for that particular house #. Example: Building a WebGL build for house 3 house3 build settings

... then you can just build. 🎉

  1. Required Functions. - in the index.html you will need <script> function WebGLLoaded(){} </script>.

Building a Simulation WebGL Build

Similar to building a WebGL Build, active Bot Elmer 2.0 and follow the same instructions, it should be the same thing.